Dark Elf start off team selection
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Dark Elf start off team selection
With the new DE corsair minis coming out it would be rude not to convert some and start a DE team. Since I last played DE the team has changed and they now have runners instead of throwers. Love this idea as loads of flexibilty.
Only problem is I can't seem to come up with a decent starting team. So far I have this but not that happy with it, anyone got any advice?
2x Runners
2x Blitzers
8x Line elf
1x Re-reoll
3x fan factor
Do I need 2 runners from the start or could I get away with 3 blitzers and a FF of 1?
Only problem is I can't seem to come up with a decent starting team. So far I have this but not that happy with it, anyone got any advice?
2x Runners
2x Blitzers
8x Line elf
1x Re-reoll
3x fan factor
Do I need 2 runners from the start or could I get away with 3 blitzers and a FF of 1?
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i dont have that much experince with assassins but yes those guys are your last buys...well at least to meSyphwyn wrote:Ah right I see. Would you say the assassins are the last thing to add then

Get your witch elves and another runner first...those are you gamewinners along with the blitzers
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I have two rosters that I hedge between:
4 Blitzers
7 Lino
2 rerolls
1 FF
Or
3 Blitzers
2 Assassins
6 linos
2 rerolls
First is more competitive, second is more fun.
And although taking the Assassins last is popular, I prefer to take them early.
Good against blodgers when you don't have any tackle players.
Slow to develop so need the extra time.
Harder to target by a low TV team.
4 Blitzers
7 Lino
2 rerolls
1 FF
Or
3 Blitzers
2 Assassins
6 linos
2 rerolls
First is more competitive, second is more fun.
And although taking the Assassins last is popular, I prefer to take them early.
Good against blodgers when you don't have any tackle players.
Slow to develop so need the extra time.
Harder to target by a low TV team.
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- wesleytj
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Assassins aren't worthless, but I can't see recommending 2 on a starting roster. If you want one for fun, go for it. But 2 is just silly.
The optimal roster is still the one with 4 blitzers. You want as much MA7 and Block as you can get. First purchase is Apoth, then once you have your team developed a bit, you can buy Witches and Runners and Assassins.
The optimal roster is still the one with 4 blitzers. You want as much MA7 and Block as you can get. First purchase is Apoth, then once you have your team developed a bit, you can buy Witches and Runners and Assassins.
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I recently went with the one proposed earlier:
The plan worked fine, except that the runners first increase gave him ST4 - so now he is acting as my 5th blitzer.
Howerver I think I made a mistake when I then bought a second runner to build into a thrower instead of waiting and getting a witch - but I generally like the starting roster, if you are playing against other new teams it packs an impressive package of punch and agility.
I'm very happy with it - my development plan was to build the blitzers and the runner - the runner would be a thrower (pass, probably sure hands or accurate) and then get witches.1 runner
6 line elfs
4 blitzers
2RR
0FF
0APO
The plan worked fine, except that the runners first increase gave him ST4 - so now he is acting as my 5th blitzer.
Howerver I think I made a mistake when I then bought a second runner to build into a thrower instead of waiting and getting a witch - but I generally like the starting roster, if you are playing against other new teams it packs an impressive package of punch and agility.
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I definatley like the idea of the 4 Blitzers from the start.
I'm still trying to get my head around the Runner though as they didn't have these last time I was playing. It's good that he can take passing skills so you can give a few passing skills to mix it up a bit and keep your opponent guessing. But you also got a high agility ball carrier, tricky to know what to give him as he progresses
I'm still trying to get my head around the Runner though as they didn't have these last time I was playing. It's good that he can take passing skills so you can give a few passing skills to mix it up a bit and keep your opponent guessing. But you also got a high agility ball carrier, tricky to know what to give him as he progresses
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- wesleytj
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I don't like to start with the runner, simply because it stunts the growth of your line elves. The idea is that if you give every line elf a completion, then all they need is the MVP and they have a skill. If you have a runner, typically they'll be the one getting the ball every time and all the SPP will concentrate in them.
With a team like elves, it's important to get all the players involved. If you're going to spend 70k on a guy, you should get some good out of them; it's not like it's a 30k zombie or something.
But if team development isn't as important for you, then you might prefer the runner roster. ymmv.
On the topic of what skills to give them, to me the obvious first pick is sure hands. After that, it depends a lot on whether or not you do intend to build them as a passer or a runner (or somewhere in between).
If you're going the passer route, then obviously pass and accurate would be high on the list. The runner build would be more like block and sidestep. A skill like kick off return would be really useful on either build as well. I tend to do one of each once the team is fully developed - dark elves are a pretty versatile team, no need to force yourself into a single playstyle.
With a team like elves, it's important to get all the players involved. If you're going to spend 70k on a guy, you should get some good out of them; it's not like it's a 30k zombie or something.
But if team development isn't as important for you, then you might prefer the runner roster. ymmv.
On the topic of what skills to give them, to me the obvious first pick is sure hands. After that, it depends a lot on whether or not you do intend to build them as a passer or a runner (or somewhere in between).
If you're going the passer route, then obviously pass and accurate would be high on the list. The runner build would be more like block and sidestep. A skill like kick off return would be really useful on either build as well. I tend to do one of each once the team is fully developed - dark elves are a pretty versatile team, no need to force yourself into a single playstyle.
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As long as you have 4 blitzers and 2 RR from the start you cant really do much better, competitively anyway.
The question is between having the runner replacing a lineman or having the extra FF. I like the idea of the runner but only so I can get leader more easily... as cool as throwing play or dump-off plays are the cheap RR is probably better for your team development. The blitzer cadre is almost essential.
The question is between having the runner replacing a lineman or having the extra FF. I like the idea of the runner but only so I can get leader more easily... as cool as throwing play or dump-off plays are the cheap RR is probably better for your team development. The blitzer cadre is almost essential.
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I almost always start with:
1 runner
3 or 4 blitzers
fill in with line
I put 2 players in the backfield when receiving. The runner and a lino. Then let the lino get the kickoff and throw it to the runner on a short pass. And rotate the linemen through that position until they get their first skill.
The runner can take 2 ways to develope. As a runner or as a thrower. Sure hands, Nerves of Steel, Pass, Accurate, Dodge, Block.
Develope 2 of the Blitzers as ball handlers and the other 2 as hitters.
Catch, Sure Hands, Side Step, Leap or Tackle, Strip Ball, Diving Tackle
Linos I split into either making them light blitzers or straight out linos. 3 get block/dodge, the rest get specialized depending on doubles and stat increases. Leap with 5 AG is a beautiful thing.
1 runner
3 or 4 blitzers
fill in with line
I put 2 players in the backfield when receiving. The runner and a lino. Then let the lino get the kickoff and throw it to the runner on a short pass. And rotate the linemen through that position until they get their first skill.
The runner can take 2 ways to develope. As a runner or as a thrower. Sure hands, Nerves of Steel, Pass, Accurate, Dodge, Block.
Develope 2 of the Blitzers as ball handlers and the other 2 as hitters.
Catch, Sure Hands, Side Step, Leap or Tackle, Strip Ball, Diving Tackle
Linos I split into either making them light blitzers or straight out linos. 3 get block/dodge, the rest get specialized depending on doubles and stat increases. Leap with 5 AG is a beautiful thing.
Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
- mattgslater
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The key to elves of all sorts is spreading the SPP around to maximize improvements. If you take a Runner, just make sure not to become dependent on him. But yeah, 4 Blitzers, 2 RRs and either a Runner or a FF.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Yep, I agree. When I set up my offense, I tend to look at my roster to see which elf has the lowest number of SPP. Then that is the elf I set up as my main target for a TD. I try to get all my Elves to skill up as evenly as possible. Having 12 or 13 players with 2 skills is a lot better than having 3 or 4 with 3 or 4 skills and then some elves with no skills at all.
Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
- mattgslater
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Are the guy's SPP a multiple of 5? He's a potential ball-getter. The guy with just one MVP is priority A. If you have even one TRR, you should be willing to chuck with this guy even if suboptimal, unless it involves unreasonable risks. This is why elves rock: failure to make the most out of it is so likely to result in increased casualties as to be tantamount to fairycide.
Is the guy within 6 SPP of improving (including any rookie)? He's a potential receiver. If not, don't be afraid to throw to him... he has to go up sometime, right? But still, you should only rush out to score with your scoring machine when a) there isn't an alternative that's likely to work (either late in the half or caught in a tight spot), or b) a TD or two will bump him up again.
It's best to blitz with a guy who's close to going up, when in doubt. Don't do anything stupid over that, but if it's all the same between two equally-skilled blitzers, that's the tiebreaker.
Does that help?
Is the guy within 6 SPP of improving (including any rookie)? He's a potential receiver. If not, don't be afraid to throw to him... he has to go up sometime, right? But still, you should only rush out to score with your scoring machine when a) there isn't an alternative that's likely to work (either late in the half or caught in a tight spot), or b) a TD or two will bump him up again.
It's best to blitz with a guy who's close to going up, when in doubt. Don't do anything stupid over that, but if it's all the same between two equally-skilled blitzers, that's the tiebreaker.
Does that help?
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
- spubbbba
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Gotta back the other up with starting with 4 Blitzers and 2 RR's.
An Assassin (don't see any need for more than 1) and witches are a luxury i would add once i had 12 players and a few more re-rols.
Witches i use as receivers until i get them block then they bl;itz and threaten to surf opposing players.
Runners are ok, as SillySod said, 1 early on with leader is nice, but anyone can handle the ball if you preserve re-rolls and it's better for the overall development of the team.
An Assassin (don't see any need for more than 1) and witches are a luxury i would add once i had 12 players and a few more re-rols.
Witches i use as receivers until i get them block then they bl;itz and threaten to surf opposing players.
Runners are ok, as SillySod said, 1 early on with leader is nice, but anyone can handle the ball if you preserve re-rolls and it's better for the overall development of the team.
Reason: ''